import { randInt } from "@/utils/alea";
import { ChessRules, PiPo, Move } from "@/base_rules";
-export const VariantRules = class EightpiecesRules extends ChessRules {
+export class EightpiecesRules extends ChessRules {
static get JAILER() {
return "j";
}
i = y;
do {
if (
- this.isAttacked([x, i], [oppCol]) ||
+ this.isAttacked([x, i], oppCol) ||
(this.board[x][i] != V.EMPTY &&
(this.getColor(x, i) != c ||
![V.KING, V.ROOK, V.JAILER].includes(this.getPiece(x, i))))
this.sentryPush.pop();
}
- isAttacked(sq, colors) {
+ isAttacked(sq, color) {
return (
- super.isAttacked(sq, colors) ||
- this.isAttackedByLancer(sq, colors) ||
- this.isAttackedBySentry(sq, colors)
+ super.isAttacked(sq, color) ||
+ this.isAttackedByLancer(sq, color) ||
+ this.isAttackedBySentry(sq, color)
);
}
- isAttackedBySlideNJump([x, y], colors, piece, steps, oneStep) {
+ isAttackedBySlideNJump([x, y], color, piece, steps, oneStep) {
for (let step of steps) {
let rx = x + step[0],
ry = y + step[1];
}
if (
V.OnBoard(rx, ry) &&
- this.getPiece(rx, ry) === piece &&
- colors.includes(this.getColor(rx, ry)) &&
+ this.getPiece(rx, ry) == piece &&
+ this.getColor(rx, ry) == color &&
!this.isImmobilized([rx, ry])
) {
return true;
return false;
}
- isAttackedByPawn([x, y], colors) {
- for (let c of colors) {
- const pawnShift = c == "w" ? 1 : -1;
- if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
- for (let i of [-1, 1]) {
- if (
- y + i >= 0 &&
- y + i < V.size.y &&
- this.getPiece(x + pawnShift, y + i) == V.PAWN &&
- this.getColor(x + pawnShift, y + i) == c &&
- !this.isImmobilized([x + pawnShift, y + i])
- ) {
- return true;
- }
+ isAttackedByPawn([x, y], color) {
+ const pawnShift = (color == "w" ? 1 : -1);
+ if (x + pawnShift >= 0 && x + pawnShift < V.size.x) {
+ for (let i of [-1, 1]) {
+ if (
+ y + i >= 0 &&
+ y + i < V.size.y &&
+ this.getPiece(x + pawnShift, y + i) == V.PAWN &&
+ this.getColor(x + pawnShift, y + i) == color &&
+ !this.isImmobilized([x + pawnShift, y + i])
+ ) {
+ return true;
}
}
}
return false;
}
- isAttackedByLancer([x, y], colors) {
+ isAttackedByLancer([x, y], color) {
for (let step of V.steps[V.ROOK].concat(V.steps[V.BISHOP])) {
// If in this direction there are only enemy pieces and empty squares,
// and we meet a lancer: can he reach us?
V.OnBoard(coord.x, coord.y) &&
(
this.board[coord.x][coord.y] == V.EMPTY ||
- colors.includes(this.getColor(coord.x, coord.y))
+ this.getColor(coord.x, coord.y) == color
)
) {
if (
absDeltaX = Math.abs(deltaX);
const deltaY = y2 - y1,
absDeltaY = Math.abs(deltaY);
- const step = [ deltaX / absDeltaX, deltaY / absDeltaY ];
+ const step = [ deltaX / absDeltaX || 0, deltaY / absDeltaY || 0 ];
if (
// Check that the step is a priori valid:
(absDeltaX != absDeltaY && deltaX != 0 && deltaY != 0) ||
return false;
}
let sq = [ x1 + step[0], y1 + step[1] ];
- while (sq[0] != x2 && sq[1] != y2) {
+ while (sq[0] != x2 || sq[1] != y2) {
if (
// NOTE: no need to check OnBoard in this special case
(!lancer && this.board[sq[0]][sq[1]] != V.EMPTY) ||
return false;
}
- isAttackedBySentry([x, y], colors) {
+ isAttackedBySentry([x, y], color) {
// Attacked by sentry means it can self-take our king.
// Just check diagonals of enemy sentry(ies), and if it reaches
// one of our pieces: can I self-take?
- const color = V.GetOppCol(colors[0]);
+ const myColor = V.GetOppCol(color);
let candidates = [];
for (let i=0; i<V.size.x; i++) {
for (let j=0; j<V.size.y; j++) {
if (
this.getPiece(i,j) == V.SENTRY &&
- colors.includes(this.getColor(i,j)) &&
+ this.getColor(i,j) == color &&
!this.isImmobilized([i, j])
) {
for (let step of V.steps[V.BISHOP]) {
}
if (
V.OnBoard(sq[0], sq[1]) &&
- this.getColor(sq[0], sq[1]) == color
+ this.getColor(sq[0], sq[1]) == myColor
) {
candidates.push([ sq[0], sq[1] ]);
}
return (!choice.second ? choice : [choice, choice.second]);
}
+ // For moves notation:
+ static get LANCER_DIRNAMES() {
+ return {
+ 'c': "N",
+ 'd': "NE",
+ 'e': "E",
+ 'f': "SE",
+ 'g': "S",
+ 'h': "SW",
+ 'm': "W",
+ 'o': "NW"
+ };
+ }
+
getNotation(move) {
// Special case "king takes jailer" is a pass move
if (move.appear.length == 0 && move.vanish.length == 0) return "pass";
+ let notation = undefined;
if (this.subTurn == 2) {
// Do not consider appear[1] (sentry) for sentry pushes
const simpleMove = {
start: move.start,
end: move.end
};
- return super.getNotation(simpleMove);
- }
- return super.getNotation(move);
+ notation = super.getNotation(simpleMove);
+ } else notation = super.getNotation(move);
+ if (Object.keys(V.LANCER_DIRNAMES).includes(move.vanish[0].p))
+ // Lancer: add direction info
+ notation += "=" + V.LANCER_DIRNAMES[move.appear[0].p];
+ return notation;
}
};